RHIZOME DIGEST: 10.27.06

<br />RHIZOME DIGEST: October 27, 2006<br /><br />Content:<br /><br />+note+<br />1. Marisa Olson: Call for Rhizome Site Editors<br /><br />+opportunity+<br />2. Ceci: Tenure-Track Faculty Position in Visual Media and Gaming<br />3. Rachel Greene: MediaShed/Mongrel looking for European partners<br />4. Vicente Matallana: ARCO/BEEP NEW MEDIA ART AWARDS<br />5. atimko@graystoneadv.com: New Media Position SUNY Oswego<br />6. llhenzl@wisc.edu: Faculty Position in Digital Media<br />7. Stephanie Dinkins: HISTORIAN OF CONTEMPORARY/MODERN ART Search, SUNY<br />STONY BROOK<br /><br />+announcement+<br />8. lvestal@stanford.edu: Sliding Scale:Gail Wight exhibition<br />9. secondary.memory@gmail.com: Openlab 3 - Exhibition and 2 Events (Free)<br />10. mosaica@yorku.ca: Mosaica-Call for projects 07<br />11. Pau Alsina: :::::: new video-interviews in Artnodes :::::::<br />12. marc: 5+5=5.<br /><br />+thread+<br />13. Sean Capone, patrick lichty, Jim Andrews, Geert Dekkers, T.Whid: On<br />8-Bit Aesthetics: Hackers or Hacks?<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome is now offering Organizational Subscriptions, group memberships<br />that can be purchased at the institutional level. These subscriptions<br />allow participants at institutions to access Rhizome's services without<br />having to purchase individual memberships. For a discounted rate, students<br />or faculty at universities or visitors to art centers can have access to<br />Rhizome?s archives of art and text as well as guides and educational tools<br />to make navigation of this content easy. Rhizome is also offering<br />subsidized Organizational Subscriptions to qualifying institutions in poor<br />or excluded communities. Please visit <a rel="nofollow" href="http://rhizome.org/info/org.php">http://rhizome.org/info/org.php</a> for<br />more information or contact Lauren Cornell at LaurenCornell@Rhizome.org<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />1.<br /><br />From: Marisa Olson &lt;marisa@rhizome.org&gt;<br />Date: Oct 27, 2006<br />Subject: Call for Rhizome Site Editors<br /><br />Dear all,<br /><br />We've recently seen some turnover among our Site Editors (formerly known<br />as 'Superusers'), with some inactive members stepping down and some<br />becoming &quot;Emeritus.&quot; At this time, I would like to add four new Site<br />Editors to our roster–and more in the future. I'm hoping that some of you<br />will be interested in getting involved.<br /><br />It would be ideal to bring on people who are familiar with new media art<br />and have a background of involvement in the Rhizome community. One of our<br />goals with a collectively-edited reblog was to have a diversity of voices<br />representing our diverse field, something that only happens when people<br />are able to fully commit to this volunteer position, which entails<br />reblogging at least ten items per month. Community participation is<br />crucial to the Reblog's success, and I thank you for considering this<br />commitment. Below is the official 'job description.' Please email me,<br />off-list, if you are interested or have any questions.<br /><br />Rhizome's Site Editors play an important role in determining the content<br />that appears on our website. Each Site Editor actively researches and<br />publishes texts on our front page Reblog, including select posts from the<br />Rhizome Raw discussion list, which Site Editors evaluate for merit,<br />quality, and historical significance. Each of these texts is permanently<br />archived and the discussions, announcements, reviews, essays, and other<br />posts published from Raw are assigned searchable &quot;metadata&quot; terms by Site<br />Editors, published to the Rhizome Rare discussion list, and posted on the<br />Reblog. Site Editors are then actively involved in historicizing and<br />initiating discourse about new media art.<br /><br />Thanks,<br />Marisa<br /><br />+ + +<br />Marisa Olson<br />Editor &amp; Curator<br />Rhizome.org at the<br />New Museum of Contemporary Art<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />2.<br /><br />From: Ceci &lt;ceci@rhizome.org&gt;<br />Date: Oct 23, 2006<br />Subject: Tenure-Track Faculty Position in Visual Media and Gaming<br /><br />Tenure-Track Faculty Position in Visual Media and Gaming<br /><br />The Arts, Media and Engineering Program (AME) (<a rel="nofollow" href="http://ame.asu.edu">http://ame.asu.edu</a>) at<br />Arizona State University is announcing an opening for a tenure-track<br />assistant professor in Visual Media and Gaming.<br /><br />The goal of AME is transdisciplinary research and education in the<br />integrated development of experiential media systems. The program has<br />established its own graduate interdisciplinary curriculum which includes<br />AME concentrations in Electrical Engineering, Computer Science and<br />Informatics, Dance, Music, Theater and Visual Arts, Design, Psychology,<br />Bioengineering, Education, and a soon to be launched PhD in Media Arts and<br />Sciences. Ten AME faculty and 30 affiliated faculty from the participating<br />departments work collaboratively with graduate students supported by<br />research assistantships for the creation of innovative media systems and<br />applications. AME has state of the art media facilities.<br /><br />The successful candidate will take a leadership role in the design and<br />development of the visual aspects of multimodal interactive systems and<br />gaming technologies at AME and will also lead student training in this<br />area. The individual hired will spearhead research in cutting-edge areas:<br />interactive graphics and animation, interactive visual narrative, visual<br />displays for everyday systems, gaming systems. The appointee&#xB9;s efforts<br />will merge with efforts of other AME faculty for the achievement of<br />significant advancements in interactive media. Teaching assignments are<br />reasonable and will relate to the appointee&#xB9;s interests, research and<br />creation.<br /><br />Required Qualifications: Doctoral degree in Media or Visual Art or closely<br />related field OR master&#xB9;s degree in Media or Visual Art and a minimum of<br />four years industry experience in media and/or gaming AND a creative<br />and/or scholarly record with emphasis on visuals for digital media<br />appropriate to rank.<br /><br />Desired Qualifications: Interdisciplinary experience in research and<br />creation spanning Media, Arts and Engineering; industry experience,<br />development of commercial or widely used public domain visual media or<br />gaming products, funded research in visual media and gaming.<br /><br />Application Deadline: January 15, 2007; if not filled, every FOUR weeks<br />thereafter until search is closed. Anticipated start date is August 16,<br />2007.<br /><br />Application Procedure: Send a letter of interest; CV; representative media<br />products, demos of work or publications; and, names, addresses and<br />telephone numbers for three professional references to: Chair, Visual<br />Media and Gaming Search Committee, AME, Box 878709, Tempe, Arizona<br />85287-8709. Background check required for employment. For more<br />information write to:<br />vmg-search@asu.edu.<br /><br />Arizona State University is an AA/EO employer<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />3.<br /><br />From: Rachel Greene &lt;rachel@rhizome.org&gt;<br />Date: Oct 24, 2006<br />Subject: MediaShed/Mongrel looking for European partners<br /><br /> From: harwood@mediashed.org<br /> Subject: MediaShed/Mongrel looking for European partners<br /> Date: October 24, 2006 8:05:13 AM EDT<br /> To: undisclosed-recipients: ;<br /><br />—–BEGIN PGP SIGNED MESSAGE—–<br />Hash: SHA1<br /><br />Sorry for cross posting: Please pass on to anyone interested.<br /><br />________________________________________________________________________<br /><br />Hi<br /><br />Mongrel/MediaShed with (Southend-on-Sea Borough Council) are looking for<br />potential partners to join them in a CULTURE 2007 funding bid to build:<br /><br />&quot;a coherent, global and complete tool for multicultural cooperation in<br />Europe that should contribute actively to the development of a European<br />identity from the grassroots&quot;<br /><br />taken from:<br /><br /><a rel="nofollow" href="http://www.culture2007.info/#2007">http://www.culture2007.info/#2007</a><br /><br />We think the best way to achieve this is to work closely with people who<br />would not normally see themselves as mainstream Europeans.<br />Mongrel/MediaShed is looking for three or four groups ? from European<br />'marginal' locations either central/eastern European, immigrant groups, or<br />economically impoverished. We propose to hold workshops between the host<br />organisations involved? Create a software scheduler so people can sign up<br />on line and organise themselves and listen to the archive. Then we will<br />create three monthly events together. Each event will be edited down to<br />create an audio CD.<br /><br />At the end of the project the partners will have created a software<br />scheduler and a network for people to plugging into that creates a<br />European platform for cultural participation and exchange.<br /><br />We propose the project be based on the successful mongrel.org.uk pilot<br />SkintStream<br /><br /><a rel="nofollow" href="http://www.mediashed.org/?q=skintstream">http://www.mediashed.org/?q=skintstream</a><br /><a rel="nofollow" href="http://skintstream.mediashed.org">http://skintstream.mediashed.org</a><br /><br />Background<br />The idea of SkintStream is to connect audiences and cultural spaces<br />previously separated by economic, geographic and political factors. The<br />aim is not to provide a platform for established musicians but to produce<br />a network for hard-to-reach and disadvantaged groups and grass roots<br />producers ? a ?poor to poor? network.<br /><br />SkintStream uses streaming technology to create an audio ?conversation?<br />between groups separated by different types of distance(physical,<br />cultural, economic). It also seeks to overcome institutional frameworks<br />that are designed for passive consumption rather than open invitation and<br />active collaboration. Passing the mic around the particpant groups allows<br />us to reflect on the cultural space each sound is coming from and asks<br />questions like: is geographic isolation a factor in cultural expression?<br />Can we still think of ourselves as being in margins or centres when<br />digital technologies allow us to bridge distances and make our own<br />connections?<br /><br />Passing the Mic<br />A SkintStream event takes the form of an internet broadcast or<br />collaborative radio programme between different groups that are<br />geographicly seperated by ?passing the mic? between them. For the pilot<br />broadcast five different community groups around the world, from the UK to<br />South Africa, each had a half hour slot in which to perform. Their<br />contributions ranged from live music from local performers, DJ-ing and<br />conversational pieces describing life in each location and the importance<br />their music had for them. It was also easy to include additional sources<br />during the event (such as Voice Over IP chatting between spaces such as<br />through Skype) and to mix them as it suited.<br /><br />At the end of each half hour slot the turn was passed to the next space.<br />During one event several rotations can be completed, allowing contributors<br />to both take a break and to respond later to other spaces contributions.<br /><br />The first SkintStream event consisted of:<br />Container Project - Clarendon (Jamaica)<br />Sound Kitchen Studio/MMC - Johannesburg (South Africa)<br />Nostalgie Ya Mboka - London (UK)<br />Cue Music at Southend YMCA - Southend (UK)<br />Regent Park Focus - Toronto (Canada)<br /><br />Benefits<br />As well as broadcasting their own content, each space also receives<br />everyone else?s live audio stream and is able to use that to build their<br />own event, gig or party around the shared material in a way that makes<br />sense to them. The resultant broadcast is also available to the general<br />public over the internet using an audio application (like iTunes). The<br />SkintStream web site describes how each participant can schedule their<br />slot, documentation on how to stream their contribution and how anyone can<br />record the live stream for themselves. The pilot event resulted in an<br />incredibly rich audio CD which is as playable as and more revealing than<br />an established radio station.<br /><br />The advantages of the SkintStream model include:<br />It is a flexible model for collaborative events that can incorporate any<br />kind of audio content;<br />It builds international connections yet can take a different form to suit<br />each participant group;<br />It is scalable, accommodating more participants or longer events;<br />It can be expanded into other media such as video, text, etc and other<br />event formats;<br />It is cheap ? using easily available equipment and free open source software.<br /><br />The pilot stream went out live on 8 June 2005 between 6pm-11pm GMT. An<br />edited version of the pilot SkintStream session is available on CD<br /><br />- ———————————————————————-<br /><br />About Mongrel:<br /><br />Mongrel is an internationally recognised artists group specialising in<br />digital media. We have an international reputation for our pioneering arts<br />projects, including the first on-line commission from the Tate Gallery<br />London and work in the permanent collections of the Pompidou Centre Paris<br />and the Centre for Media Arts in Karlsruhe (ZKM).<br /><br />Combined with this we usually work with marginalised peoples who are on<br />low incomes, socially excluded and cultural minorities. We do this buy<br />helping people to do things for themselves, creating community software<br />and digital arts based projects that we then promote to a state of high<br />visibility through our international network of arts connections. The<br />groups gain a visible voice, self reliance, self confidence and informal<br />training allowing them to get a foot hold into mainstream training,<br />education, culture and the economic life most of us take for granted.<br /><br /><a rel="nofollow" href="http://www.mongrel.org.uk">http://www.mongrel.org.uk</a><br /><br />About MediaShed:<br /><br />The MediaShed is the first &quot;free-media&quot; space to open in the east of<br />England. It's a place where members can come hang out, learn, propose some<br />training, create and propose new projects using free-media or show things<br />they have made on one of our screening nights. The MediaShed is designed<br />to be as open and accessible as possible, welcoming all.<br /><br />Free-media is best thought of as a means of doing art, making things or<br />just saying what you want for little or no financial cost by using public<br />domain software and recycled equipment. It is also about saying what you<br />want &quot;freely&quot;, using accessible media that can be taken apart and reused<br />without unnecessary restrictions and controls - &quot;free as in free speech&quot;.<br /><br /><a rel="nofollow" href="http://www.mediashed.org">http://www.mediashed.org</a><br /><br />Interested: then Email: Harwood@mediashed.org and we will pass the details<br />on to Southend-on-sea BC<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Support Rhizome: buy a hosting plan from BroadSpire<br /><br /><a rel="nofollow" href="http://rhizome.org/hosting/">http://rhizome.org/hosting/</a><br /><br />Reliable, robust hosting plans from $65 per year.<br /><br />Purchasing hosting from BroadSpire contributes directly to Rhizome's<br />fiscal well-being, so think about about the new Bundle pack, or any other<br />plan, today!<br /><br />About BroadSpire<br /><br />BroadSpire is a mid-size commercial web hosting provider. After conducting<br />a thorough review of the web hosting industry, we selected BroadSpire as<br />our partner because they offer the right combination of affordable plans<br />(prices start at $14.95 per month), dependable customer support, and a<br />full range of services. We have been working with BroadSpire since June<br />2002, and have been very impressed with the quality of their service.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />4.<br /><br />From: Vicente Matallana &lt;ube@laagencia.org&gt;<br />Date: Oct 25, 2006<br />Subject: ARCO/BEEP NEW MEDIA ART AWARDS<br /><br />ARCO/BEEP NEW MEDIA ART AWARDS<br />2nd edition<br />Conceded by BEEP, in collaboration with ARCO<br />Worth 8.000 euros and 6.000 euros<br /><br />The goal of these awards is to advance the production and exhibition of<br />New Media Art, and art linked to new technologies. Its purpose is to<br />promote new high-tech art, and to foster communication between the<br />manufacturers/creators of this new technology and those who create art. A<br />natural collaboration, which will benefit and enrich both sides.<br />There are two ACQUISITION PRIZES:<br />1) @ARCO Prize: worth 8.000 euros. To be eligible, an artwork must be<br />shown by a gallery at the 26th edition of ARCO, the International<br />Contemporary Art Fair, in Madrid (15-19 February 2007), and must have a<br />significant component involving new technology or electronic media.<br />2) OFF-ARCO Prize: worth 6.000 euros. Artworks presented by individual<br />artists or collectives.<br />The prizes will be awarded by an international jury of prestigious<br />specialists.<br />Registration form will be available from the 30th of October on the<br />ARCO/BEEP NEW MEDIA ART Prize website <a rel="nofollow" href="http://www.arco.beep.es">http://www.arco.beep.es</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />5.<br /><br />From: atimko@graystoneadv.com &lt;atimko@graystoneadv.com&gt;<br />Date: Oct 25, 2006<br />Subject: New Media Position SUNY Oswego<br /><br />SUNY Oswego's Communication Studies Department has a tenure track position<br />at the assistant professor rank in the area of New Media. The ideal<br />candidate would teach a combination of undergraduate and graduate courses,<br />which will not only develop both beginning and advanced practical skills,<br />but will also examine the theoretical dimensions of New Media. Committee<br />work and advisement is expected.<br /><br />The successful candidate's degrees might be in any number of fields, but<br />at least one degree should reflect a solid grounding in communication<br />theory. A terminal degree is required. Successful candidates must be<br />committed to teaching diverse students in a multicultural environment. <br />The ideal candidate would have several years of teaching experience and a<br />record of successful grant administration are desirable.<br /><br />For complete information about this position and application procedures,<br />please go to: www.oswego.edu/vacancies.<br /><br />SUNY Oswego is an affirmative action, equal opportunity employer.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />6.<br /><br />From: llhenzl@wisc.edu &lt;llhenzl@wisc.edu&gt;<br />Date: Oct 26, 2006<br />Subject: Faculty Position in Digital Media<br /><br />FACULTY POSITION: DIGITAL MEDIA<br /><br />The Department of Communication Arts at the University of<br />Wisconsin-Madison seeks a creative artist in digital media for the newly<br />created Hamel Family Professorship in Communication Arts. Tenure-track,<br />Assistant Professor position to begin Fall 2007. Develop and teach<br />courses in the theory and practice of digital/new media. Preferred<br />candidate should also possess skills in video production, editing, and<br />post-production sound. MFA or advanced degree and national exhibition<br />record required. See also <a rel="nofollow" href="http://commarts.wisc.edu">http://commarts.wisc.edu</a>. Submit curriculum<br />vitae, letter detailing interests and capabilities, examples of creative<br />work and/or relevant scholarly writings, and three letters of<br />recommendation to Vance Kepley, Chair, Department of Communication Arts,<br />University of Wisconsin, 821 University Ave., Madison, WI 53706. Deadline<br />to assure consideration December 1, 2006. EOE/AA. Unless confidentiality<br />is requested in writing, information regarding the applicants must be<br />released upon request. Finalists cannot be guaranteed confidentiality.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />7.<br /><br />From: Stephanie Dinkins &lt;sdink@yahoo.com&gt;<br />Date: Oct 26, 2006<br />Subject: HISTORIAN OF CONTEMPORARY/MODERN ART Search, SUNY STONY BROOK<br /><br />HISTORIAN OF CONTEMPORARY/MODERN ART, THE STATE UNIVERSITY OF NEW YORK AT<br />STONY BROOK. Open rank. For more information:<br /><a rel="nofollow" href="http://www.art.sunysb.edu/#">http://www.art.sunysb.edu/#</a><br /><br />We seek an innovative scholar with emphasis on post-War art and a strong<br />grounding in theory, criticism, and/or visual culture, PhD and a record of<br />scholarship and teaching at levels appropriate to rank are expected. <br />Start date August 2007. Application deadline: December 1, 2006.<br /><br />The State University of New York at Stony Brook is an Equal<br />Opportunity/Affirmative Action Employer. Applications from women, people<br />of color, individuals with disabilities, and Veterans are especially<br />welcome.<br /><br />Please send letter of application, CV, selected publications, and names of<br />three references (with mail and email addresses, plus phone numbers) to:<br />Contemporary/Modern art Search Committee, Department of Art, State<br />University of New York at Stony Brook, Staller Center, Stony Brook, NY<br />11794-5400.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br />Rhizome.org 2005-2006 Net Art Commissions<br /><br />The Rhizome Commissioning Program makes financial support available to<br />artists for the creation of innovative new media art work via<br />panel-awarded commissions.<br /><br />For the 2005-2006 Rhizome Commissions, eleven artists/groups were selected<br />to create original works of net art.<br /><br /><a rel="nofollow" href="http://rhizome.org/commissions/">http://rhizome.org/commissions/</a><br /><br />The Rhizome Commissions Program is made possible by support from the<br />Jerome Foundation in celebration of the Jerome Hill Centennial, the<br />Greenwall Foundation, the Andy Warhol Foundation for the Visual Arts, and<br />the New York City Department of Cultural Affairs. Additional support has<br />been provided by members of the Rhizome community.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />8.<br /><br />From: lvestal@stanford.edu &lt;lvestal@stanford.edu&gt;<br />Date: Oct 24, 2006<br />Subject: Sliding Scale:Gail Wight exhibition<br /><br />FOR IMMEDIATE RELEASE October 16 2006<br />Lisa Vestal, Publicist 650-725-3107, lvestal@stanford.edu<br />DIGITAL IMAGES AVAILABLE<br /><br />Sliding Scale: Gail Wight<br /><br />Stanford, CA-The Department of Art &amp; Art History at Stanford University is<br />pleased to present Sliding Scale: Gail Wight, an exhibition that opens<br />November 7, on view through December 10, 2006 at the Thomas Welton<br />Stanford Art Gallery where a reception will take place on November 10 with<br />honored guest, Gail Wight.<br /><br />When conducting an experiment a scientist should always control as many<br />variables as possible, reducing the object of the investigation to the one<br />aspect she is seeking to understand. This insight has been the great<br />strength of the scientific method; it has allowed enormous increases in<br />our understanding of the world through the summation of millions of tiny<br />investigations. As we have become increasingly aware in the last fifty<br />years, however, conducting research at such a level of abstraction is also<br />science?s most dangerous weakness. In ?Sliding Scale,? Gail Wight?s art<br />playfully resists the dematerialization of the objects of scientific<br />investigation. Mice eat through a representation of their genome,<br />butterflies struggle to escape their pins, and beetles tell their stories.<br /><br />Wight?s art simultaneously takes on the two great flaws of abstract<br />scientific thinking?oversimplification and loss of perspective. In<br />Crossing a live mouse plays with a robotic one, and the viewer is left<br />marveling at the incredible complexity of the living being. Recursive<br />Mutations gives a muse the chance to redesign it own genome through its<br />interaction with the paper it lived on. With humor, ?Sliding Scale? asks<br />the viewer what has been lost in abstracting a mouse to its genes or to a<br />mechanical prototype that replicates only some of its functions. As<br />viewers zoom in and out with The Meaning of Miniscule they find that where<br />they end up is not where they began. And Kings Play Cards reminds us all<br />that no field, including science, is exempt from the lure of the hot new<br />thing or the enticement of corporate dollars. Wight?s art prompts viewers<br />to see the objects of scientific research and the larger field of science<br />in a new and different light.<br /><br />Through ?Sliding Scale? Gail Wight will be adding her voice to the<br />conference, &quot;Imaging Environment: Maps, Models, Metaphors,&quot; November 8-10<br />at the Stanford Humanities Center, which brings together scholars from the<br />sciences and the humanities to consider how the environment shapes how we<br />study and use it.<br /><br />VISITOR INFORMATION: Thomas Welton Stanford Art Gallery is open Tuesday<br />through Friday, 10 am ? 5 pm and Saturday and Sunday, 1-5 pm. Admission<br />is free. The Gallery<br />is located on the Stanford campus, off Palm Drive at 435 Lasuen Mall. <br />Parking is free after 4 pm and all day on weekends. Information:<br />650-723-3404, www.art.stanford.edu<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />9.<br /><br />From: secondary.memory@gmail.com &lt;secondary.memory@gmail.com&gt;<br />Date: Oct 24, 2006<br />Subject: Openlab 3 - Exhibition and 2 Events (Free)<br /><br />OPENLAB 3<br />Group Show, 4/11-11/11/2006 1-7pm<br /><br />Auto-Italia South London Gallery <br /> 82-86 Queens Road<br />SE152QX Peckham, London<br /><br />Opening Event and Private View, 4/11/2006 4 -12 pm<br />Closing Event, 11/11/2006 4-12 pm<br /><br />OpenLab is delighted to present OpenLab3, an group exhibition with an<br />opening and closing event featuring musical performances by more than 20<br />artists and musicians of the OpenLab collective. OpenLab engages in the<br />aesthetics and politics of Free Open Source Software Culture. Free<br />Software Culture seeks to emphasise transparency of the creative process<br />by making all stages of development available to others, enabling them to<br />learn how the creation works and alter it for their own purposes. When<br />this idea is applied to artistic practices, the boundaries between the<br />artistic usage of software tools and their collaborative development<br />become blurred. The workings of the artist's tools are exposed, and the<br />artists are actively engaged in developing media technologies. They can<br />modify them to suit their goals, rather than creating works by using<br />existing tools that impose &quot;their way of doing things&quot; on the artwork.<br /><br />This group exhibition brings together interactive installations, sonic<br />interventions, video works and animations which explore the audio-visual<br />code of this network culture: computers start to paint pictures on their<br />own, expose their internal circuits and &quot;commit suicide&quot;; birds will sing<br />and fly around in multiple realities, the skylines of two cosmopolitan<br />cities merge, language, meaning and time burst into fragments and<br />recombine. The range of the combined works points to the strength of Open<br />Source Culture &#xE2;?? its increasing versatility as artistic playground<br />essential to contemporary debates and its continued importance not just in<br />the invention of new media realities but also in tackling themes of<br />&#xE2;??real&#xE2;?? time and space.<br /><br />The two music events feature sound and multimedia performances of artists<br />who use and develop open-source tools such as PD, Supercollider,<br />Processing and Fluxus. They will perform prepared sets and code their<br />music live in various programing languages. Musicians will also experiment<br />with a set of live instrument swapping. By exchanging PD-Patches, they<br />will challenge each other in an uncharted space of sonic manipulation. The<br />performances will span from excursions into the symphonica, experimental<br />noise and soundscapes to electronica and beat-oriented minimal<br />techno-sets.<br /><br />PARTICIPATING ARTISTS: Rob Canning, Chun Lee, Claude Heiland-Allen, Carl<br />Forsell, Sabine Gottfried, Karsten Gebbert, Paul Webb, Rob Munro, Chiharu<br />Kaido, Evan Raskob, U-Sun, Ryan Jordan, Oli Laruelle, Robert Atwood, Luke<br />Jordan, Rene, Monica Subrotova &amp; Daniel Kordik, Michael Woelkner, Andy<br />Farnell, Martin Aaserud, Ryan Jordan &amp; Rachel Horne, Dave Griffith &amp; Alex<br />McLean<br /><br />For more information please visit <a rel="nofollow" href="http://openlab.pawfal.org">http://openlab.pawfal.org</a><br />or contact Sabine Gottfried, sabine.gottfried@gmail.com<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />10.<br /><br />From: mosaica@yorku.ca &lt;mosaica@yorku.ca&gt;<br />Date: Oct 25, 2006<br />Subject: Mosaica-Call for projects 07<br /><br />CALL FOR ONLINE PROJECTS FOR WWW. MOSAICA.CA<br /><br />Project Mosaica, a website devoted to contemporary Jewish culture online,<br />is seeking projects from individuals or groups on the theme of Jews and<br />Diaspora: Jewish Culture, Web Culture, New Culture. Once again, two 1,000<br />CAN $<br />production honoraria will be awarded to the successful candidates whose<br />web projects address the possibilities of the virtual diaspora with this<br />theme.<br /><br />CRITERIA FOR PROJECTS<br />Projects should be innovative and address the visual possibilities of the<br />web as well as contribute to an understanding of the multivalent nature,<br />complexities, significance and changes in meaning of Diaspora or<br />transnationalism. The call is intended to be as inclusive as possible:<br />projects from all artistic disciplines are welcomed.<br /><br />All proposals must:<br />* Provide a project description in 500 words including the following: a<br />statement about the project?s relationship to Jews and Diaspora; why the<br />web is a viable medium for the project; and an explanation of how the<br />project will be sustainable beyond implementation.<br />* Include a web-ready presentation<br />* Include a CV<br />* Include a selected portfolio of previous work in CD-R, DVD-R or video<br />DVD (Region 1 compatible ) featuring not more than 3 images or 5 minutes<br />video per project.<br />* Proposals to be submitted in English or French, however we recognize<br />that other languages may play a role in the final project.<br /><br />Innovative content and its adaptation to web aesthetics will be the<br />primary consideration in the selection process. Artists will maintain<br />copyright of their productions which will be disseminated by Mosaica on<br />the site<br />www.mosaica.ca and presented at public talks and screening(s).Submission<br />material will not be returned.<br /><br />Applications must be submitted by December 1, 2006<br />Online applications are to be submitted to: mosaica@yorku.ca<br />Decision Date: Candidates will be notified by January 15, 2007<br />A condition of the honorarium is completion of the project by April 1, 2007<br /><br />Mosaica: Jewish Culture, Web Culture, New Culture<br /><a rel="nofollow" href="http://www.mosaica.ca/">http://www.mosaica.ca/</a><br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />11.<br /><br />From: Pau Alsina &lt;palsinag@uoc.edu&gt;<br />Date: Oct 26, 2006<br />Subject: :::::: new video-interviews in Artnodes :::::::<br /><br />Artnodes publishes a new series of interviews with international experts<br />in digital art and culture<br /><br />20/10/2006.- Artnodes, the UOC?s internet space on the interrelations<br />between art, science and technology, is to publish six new interviews with<br />international experts on digital art, which are to remain on the website<br />permanently. This series of interviews reflects on some of the hottest<br />issues in digital art and culture, including surveillance technology, the<br />effects of software on our daily lives and virtual reality communities.<br />Barcelona<br /><br />On this occasion, the experts interviewed are Erkki Huhtamo, Andreas<br />Broeckmann (artistic director of Transmediale), Alex Galloway, Jonah<br />Brucker-Cohen, David Rokeby, and Marc Downie.<br /><br />These experts discuss issues such as the effects of software on our daily<br />lives, the development of media archaeology, surveillance technology in<br />artistic projects, physical toy interfaces linked to surveillance<br />software, connected virtual reality communities and the creation of sound<br />by virtual reality creatures.<br /><br />The interviews and videos, made by Pau Alsina, Alba Colombo and Pau<br />Waelder, will remain on Artnodes permanently. Artnodes usually publishes<br />documents to inspire theoretical reflection on or historical study of this<br />field of interdisciplinary creativity.<br /><br />Available at:<br /><br /><a rel="nofollow" href="http://www.uoc.edu/artnodes/eng/">http://www.uoc.edu/artnodes/eng/</a><br /><br />The Artnodes area<br />Artnodes is an area at the Open University of Catalonia?s network<br />dedicated to the interrelations of art, science and technology. The<br />Artnodes area includes an academic journal, a specialist information and<br />documentation portal and projects such as LABS or YASMIN in collaboration.<br />Since 2003, it has organised face-to-face and virtual events relating to<br />digital art and other intersections between art, science and technology.<br />Best,<br /><br />Pau Alsina<br />palsinag@uoc.edu<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />12.<br /><br />From: marc &lt;marc.garrett@furtherfield.org&gt;<br />Date: Oct 27, 2006<br />Subject: 5+5=5.<br /><br />5+5=5.<br /><br />5 short movies by 5 film makers about 5 networked art projects.<br /><a rel="nofollow" href="http://netartfilm.furtherfield.org">http://netartfilm.furtherfield.org</a><br /><br />Free Media - Mongrel<br />Polyfaith - Chris Dooks<br />Golden Shot (Revisited) - Simon Poulter<br />Want and Need - C6<br />VisitorsStudio - Furtherfield<br /><br />5 short movies by 5 film makers about 5 networked art projects exploring<br />imaginative and critical approaches to social engagement. Furtherfield has<br />commissioned 5 short movies about 5 UK-produced networked art projects<br />which explore critical approaches to social engagement.<br /><br />These pieces offer alternative interfaces to the artworks and the<br />every-day artistic practices of their producers. They introduce the<br />motivations and social contexts of artists and artists' groups who are<br />working with DIY approaches to digital technology and its culture, where<br />medium and distribution channels merge.<br /><br />These movies each feature the concepts, contexts and techniques involved<br />in the creation of five specific pieces of work. They include<br />conversations between artists, audiences/participants and film- makers,<br />talking on their own terms.<br /><br />————————————————————&gt;<br />Original concept and production Furtherfield, London, UK, 2006.<br />In association with HTTP Gallery [House of Technologically Termed<br />Praxis], London, UK.<br />Made with the support of Stiftelsen Laangmanska Kulturfonden and Mejan<br />Labs in Stockholm, Sweden - Arts Council of England and Awards for All<br />in UK.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />13.<br /><br />From: Sean Capone &lt;sean@positrongraphic.com&gt;, patrick lichty<br />&lt;voyd@voyd.com&gt;, Jim Andrews &lt;jim@vispo.com&gt;, Geert Dekkers<br />&lt;geert@nznl.com&gt;, T.Whid &lt;twhid@twhid.com&gt;<br />Date: Oct 21-25, 2006<br />Subject: On 8-Bit Aesthetics: Hackers or Hacks?<br /><br />+Sean Capone posted: +<br /><br />Hello. Without being *too* confrontational, I would like to hear some<br />opinions weighed in about the 'scene' of 8-bit, hack-art &amp; machinima art<br />and why it's worthy of so much attention. Honestly, I've tried to wrap my<br />head around it and I'm just not getting it, especially in response to a)<br />the recent front-page post on Rhizome on Paul Davis and b) Cory Arcangel's<br />recent show at Team Gallery. While I won't say that 'most new media art is<br />crap' like the recent post-discussion, my reaction to these works is<br />dismissive at least, negative at worst. I'll ask the worst question one<br />can ask: &quot;Why is this 'Art'?&quot;<br />These works seem a bit more of an exploitation of an existing technology<br />platform in order to fetishize a certain in-vogue nostalgia about this<br />time period (the 80s) rather than anything about &quot;computer art which is<br />aesthetically aware of both its own identity and the underlying process<br />which supports it.&quot; This seems to have a very limited agency. Why the<br />Nintendo in particular, why not, say, the Amiga, which was a platform more<br />widely embraced at the time by videoartist-programmer-demoscene people<br />during the same time period? The urge to &quot;(release) bits from their<br />imprisonment within the restrictive, limiting boundaries of corporate<br />software applications&quot; is amusing but ultimately not very creative, is it;<br />perhaps even reactionary? While these systems may certainly have potential<br />as A/V devices, they *were* designed as video-game platforms; to invest it<br />with liberatory hacker activism (activision?) is to give it more<br />importance than it perhaps deserves, and serves only as a circular,<br />self-legitmizing exercise.<br />The gimmick, in other words, seems to come before the concept. I feel<br />compelled to compare the silliness of the wholesale sampling and<br />re-presentation in these works with, say, the Japanese group Delaware's<br />highly entertaining, beautiful and original installations and performances<br />that are inspired by the limitations of low-resolution electronic<br />displays. Or on another level, Paul Chan's engaging, poetic and<br />politically conscious animation video works. The difference being,<br />something new is being created, not as nostalgia, not as a prank, but as a<br />creative praxis.<br />So basically, what do we take away from this work once the nostalgia<br />factor seems too distant or antiquated, or not really that clever to start<br />with? Davis speaks of the &quot;intentionality of artist(s) who seek to engage<br />the computing process at a fundamental level&quot;, you mean, like artists who<br />write their own code to create their own electronic spaces without the<br />safety net of pre-digested consumerist codes and signs, or at least is<br />engaged in some type of dialogue with them on a critical or aesthetic<br />level? Sampling/hacking culture and re-presenting it is not the issue<br />here…or not the only issue anyway.<br />Thanks for letting me rant–hope for productive discussion.<br />+patrick lichty replied: +<br /><br />As someone who's striving to define a broad methodology of &quot;Digital<br />Minimalism&quot;, in context of my own cultural, critical, and aesthetic<br />research, in context with others' work as a set of trends<br />(8-bit/neo-retro, Digital NeoPop, DM, and so on,) I'd like to venture a<br />few comments.<br /><br />&lt;snip&gt;<br />&gt; I'll ask the worst question one can ask: &quot;Why is this 'Art'?&quot;<br /><br />**************************************************************<br />Without sounding flip, I'd say that because a lot of people have said it<br />is. And mainly because people like Arcangel have taken a quirky, affable<br />demeanor and overlaid it onto a very smart contextual strategy that ties<br />in with the emergence of so many aspects of digital culture that have<br />become widespread. Also because there are systems in place to make media<br />art objects that are instantly recognizeable and can enter the gallery<br />system of economic exchange and collections. Also, if you believe Yoko<br />Ono (from the same issue of Contemporary that Cory's in) that there are<br />finally digital aesthetics that are stable and don't change, and can be<br />specialized in for a long time.<br /><br />Is it ironic that some of the current digital contemporaries are working<br />in systems that don't change? Not on your life.<br /><br />I think there's a lot of friction about 'craft', that is, the amount of<br />work placed in a work. For example, when Cory and I did respective halves<br />of a semester - long residency at the University of Akron last year, he<br />had an interesting slogan.<br /><br />&quot;Do as little as humanly possible&quot;, and I think this had to do with<br />recontextualizing a cultural artifact and making it an art object, which<br />is exactly what Kac, Debord, and Duchamp did so well. For him, it's a<br />frustration with media art, and for me, it's been a break with<br />technological determinism in New Media. That is, feeling that one has to<br />use the latest and greatest technology because it's also in vogue.<br /><br />Slocum is a supreme craftsman. He knows the Atari 2600 kernel as well as<br />anyone. Where Arcangel get in with context and personality, Slocum does<br />it with virtuosity and referral to the culture of the 2600, retro, pop,<br />I'd say perhaps even false nostalgia.<br /><br />Both are really good at what they do, they made the contacts, people<br />believe in what they're doing, and there you have high art.<br /><br />******************************************<br />These works seem a bit more of an exploitation of an existing technology<br />platform in order to fetishize a certain in-vogue nostalgia about this<br />time period (the 80s) rather than anything about &quot;computer art which is<br />aesthetically aware of both its own identity and the underlying process<br />which supports it.&quot;<br />******************************************<br /><br />But the contemporary art world doesn't identify with that. Actually, they<br />don't care that much about it except in that it might have a somewhat<br />shamanic appeal at times. They want to get something that both exploits<br />its media and methods deeply and fits lock-step with the progression of<br />the Western art historical tradition.. For example, Murakami cites<br />classical Japanese culture, colonized by American pop culture. We love<br />the manga eye, and it even got on a Vuitton Bag. But he also takes and<br />makes odd garage kits that he insinuates into pop culture as well. That's<br />interesting.<br /><br />Back to the self-referentiality of the computational process, except for<br />bitforms, who cares about that in an art context, and still Steve presents<br />very formal pieces from his artists, which gets the collectors.<br /><br />But what about Warhol? He sold a nostalgia for American Pop &amp; Mass<br />Culture like there was no tomorrow, and we're still recovering.<br /><br />But back to your idea here, much of what's on the wall has to do as much<br />with the title and the colophon as the process, and that's back to<br />context. Forgive me if I'm not making the connection; but I get the<br />feeling that you're looking for recognition for works that deeply explore<br />the computational process as method, and I honestly think that's outside<br />the context of most of the contemporary art world.<br /><br />***********************************************<br />This seems to have a very limited agency.<br />***********************************************<br /><br />Sure. It limits your discourse. Reassures people where you're going to<br />be in ten years, and gives them some reassurance in investing in your<br />objects.<br /><br />**************************************************<br />Why the Nintendo in particular, why not, say, the Amiga, which was a<br />platform more widely embraced at the time by<br />videoartist-programmer-demoscene people during the same time period?<br />**************************************************<br /><br />Different sectors of culture. Tetris and Super Mario are the two most<br />widely known games of all time, and were both on Nintendo. Nintendo is<br />the platform that got the game industry out of the post 2600- crash. It<br />has nothing to do with the art community, it has to do with the mass<br />community, because that's what more people are going to identify with.<br /><br />***************************************************<br />The urge to &quot;(release) bits from their imprisonment within the<br />restrictive, limiting boundaries of corporate software applications&quot; is<br />amusing but ultimately not very creative, is it; perhaps even reactionary?<br /><br />***************************************************<br />Actually, it is. Read some of the interviews with Cory. For him, it's<br />&quot;Beyond punk&quot;… Part of that is pure rhetoric, too.<br /><br />***************************************************<br />While these systems may certainly have potential as A/V devices, they<br />*were* designed as video-game platforms; to invest it with liberatory<br />hacker activism (activision?) is to give it more importance than it<br />perhaps deserves, and serves only as a circular, self-legitmizing<br />exercise.<br />***************************************************<br /><br />Is the platform that important, as long as it communicates message and<br />intent? For Paul, it's usually the Atari that forms a lot of his cultural<br />context, and for Cory, it's largely the Nintendo. It's what shaped them. <br />But, is repurposing a game platform as an art one like calling a urinal a<br />fountain? I think there's a different gesture here, but similarities<br />worth watching.<br />**************************************************<br /><br />The gimmick, in other words, seems to come before the concept. I feel<br />compelled to compare the silliness of the wholesale sampling and<br />re-presentation in these works with, say, the Japanese group Delaware's<br />highly entertaining, beautiful and original installations and performances<br />that are inspired by the limitations of low-resolution electronic<br />displays. Or on another level, Paul Chan's engaging, poetic and<br />politically conscious animation video works. The difference being,<br />something new is being created, not as nostalgia, not as a prank, but as a<br />creative praxis.<br /><br />***************************************************<br />Exactly, context and intent go hand in hand and each of the artists has<br />them. Cory, Paperrad, Paul, and that clade just clothe their work in a<br />poppy irony and slacker package that fits with the current obsession of<br />youth and the crossing of nostalgia for the early gen-x'ers youth. It's<br />all pretty tight.<br /><br />**************************************************<br /><br />So basically, what do we take away from this work once the nostalgia<br />factor seems too distant or antiquated, or not really that clever to start<br />with?<br /><br />***************************************************<br /><br />There's a lot that's tying in with history here, and think of it like<br />performance and entertainment as well, and less as comp sci. It's fun,<br />and there is a real cultural undertone in the gallery at times that is a<br />backlash from the uber-dry 80's and 90's. I think that there are people<br />who actually want to have fun in the gallery; to be amused and then<br />appreciate a sense of formalism, which Cory has in his pixelated stuff.<br />It's a pixilated landscape you can put on your wall made by a sl/h/acker<br />kid who wants to mess around with the stuff he grew up with while being<br />cognizant of contemporary art politics. Whenever I was in New York, Cory<br />was always asking me how to get that break, as I'm sure he was asking<br />everyone. He was busting tail.<br /><br />***************************************************<br />Davis speaks of the &quot;intentionality of artist(s) who seek to engage the<br />computing process at a fundamental level&quot;, you mean, like artists who<br />write their own code to create their own electronic spaces without the<br />safety net of pre-digested consumerist codes and signs, or at least is<br />engaged in some type of dialogue with them on a critical or aesthetic<br />level?<br />***************************************************<br /><br />But this isn't what they're doing. They're playing with art history and<br />cultural effects/affects and weaving it into a contextual praxis. In many<br />ways, it goes back to Duchamp, Nauman and high modernism, which secretly,<br />a lot of contemporary at has not let go of, and probably won't for a good<br />while, at least until the collectors die…<br /><br />In my opinion, and correct me if I'm wrong, is that you're looking for an<br />art that operates under a different operational framework than what you're<br />looking for, and that puzzles you. I think that what you're looking for<br />is something that's more likely in an ISEA or SIGGRAPH, which are niche<br />cultures.<br /><br />In response to Paul Chan, who is also in the current Contemporary, it's<br />intent, context, and lineage again, as Obrist asked if he had taken a nod<br />from Brackhage (historical grounding - right there.).<br /><br />My read is that all of the artists (and I love Delaware, by the way, need<br />to remember them in the DM revisions) are operating in their own spheres,<br />aligning themselves with certain currents (I seem to have fallen in with<br />much of what remains of Fluxus from time to time), and doing it pretty<br />well.<br /><br />What do you think?<br />+Jim Andrews replied: +<br />That's a really interesting post. Thanks.<br /><br />I'm curious about your def of &quot;technological determinism&quot; as the &quot;feeling<br />that one has to use the latest and greatest technology because it's also<br />in vogue.&quot;<br /><br />How does that sort of def relate to the sort of def by daniel chandler we<br />see at <a rel="nofollow" href="http://www.aber.ac.uk/media/Documents/tecdet/tdet01.html">http://www.aber.ac.uk/media/Documents/tecdet/tdet01.html</a> of<br />&quot;technological determinism&quot;? i also wrote a little bit about it at<br /><a rel="nofollow" href="http://vispo.com/writings/essays/mcluhana.htm">http://vispo.com/writings/essays/mcluhana.htm</a> .<br /><br />&lt;snip&gt;<br />+patrick lichty replied: +<br /><br />Good point - my def isn't exactly 'correct' in that in addition to<br />Chandler's more traditional definition, I often mix in a bit of the<br />'panic' stance that the perceived relevance of tech art is often defined<br />by the currentness of the technology. In many ways, I've heard people<br />(almost) sneer at the idea of static or obsolete technology platforms.<br />It's basic technofetishism for novel devices, that's all. Consumption,<br />fear of obsolescence driven by the tech consumer sector, and desire of the<br />new and shiny (why the hell else am I trying to hack one of those new<br />Optimus OLED keyboards?).<br /><br />If you might have a better term, I'm all ears, no sarcasm intended.<br /><br />But I'm tired of it being assumed that I'm supposed to get the new machine<br />every 18 months, and get the $1500 (or so) software upgrade so that I'm<br />somehow 'current' in terms of techne. That's just one concept, but I<br />think that in the long term, it's just unsustainable on so many levels. <br />And, there is all this amazing techno-detritus (physical and cultural)<br />which we can collage, montage, pastiche, and recontextualize.<br /><br />And, when I realized in 2000 or so that it isn't about the latest tech<br />UNLESS that's the context you're critiquing, and I understood the cultural<br />frame from the onset, I've felt this urge to inform my work historically,<br />pare down the systems, look at how media and object can converge without<br />sacrificing either.<br /><br />So from that, I've really gotten into simpler works with tighter contexts<br />and very clear intentions and likewise clear historical references (many<br />works; some I'm just going off, but you have to do that as a palate<br />cleanser).<br />+Jim Andrews replied: +<br /><br />I think your link between 'technological determinism' and the &quot;feeling<br />that one has to use the latest and greatest technology because it's also<br />in vogue,&quot; is interesting. They are linked, it seems to me, though they<br />are not the same thing. Daniel Chandler says &quot;Just like these other<br />deterministic theories, technological determinism seeks to explain social<br />and historical phenomena in terms of one principal or determining factor.<br />It is a doctrine of historical or causal primacy&quot; (<br /><a rel="nofollow" href="http://www.aber.ac.uk/media/Documents/tecdet/tdet01.html">http://www.aber.ac.uk/media/Documents/tecdet/tdet01.html</a> ). As Chandler<br />points out or implies, those who have labelled Marshall McLuhan's work,<br />for instance, as 'technological determinism' have done so, in part, in a<br />gesture of critique: the label tacitly critques the work as<br />disproportionately emphasizing the role of technology concerning<br />&quot;historical or causal primacy&quot;. Was McLuhan a 'technological determinist'?<br />The short answer is that McLuhan was concerned with exploring the ways in<br />which culture and history are determined by technology, not the ways in<br />which they aren't; he may have overstated his case, but has posed<br />interesting questions.<br /><br />The term 'technological determinism', like other 'determinisms,' is a term<br />fashioned to reject the work so labelled.<br /><br />Nonetheless, we do experience pressures to use &quot;the latest and greatest<br />technology&quot;, whether it's getting a new computer or using recent tech in<br />our art or whatever. For instance, commercial multimedia developers find<br />it very difficult to pitch Director projects to business clients. The<br />clients want Flash, not Director. Because of the market penetration of the<br />Flash plugin versus the Shockwave plugin, primarily. Also because of the<br />uncertainty concerning the status of Director as a continuing development<br />platform ('is it dead yet?'). And so on.<br /><br />As a result of the difficulties commercial multimedia developers<br />experience pitching Director projects, the pace of development of Director<br />slows, and Flash begins to catch up with Director concerning many<br />features. And then even in the art world, the credibility of Director<br />versus Flash projects comes into question regardless of the quality of the<br />apps.<br /><br />Flash reaches more computers than does Director. Because, until relatively<br />recently, the Shockwave installation was around 6 or 7 Mb whereas the<br />Flash plugin installation required only a, what, 200 to 400 Kb download.<br />The Shockwave plugin is now only 2 Mb. But it was 6 or 7 at a crucial time<br />when bandwidth issues were decisive. Also, of course, Flash allows<br />developers to do more with less programming knowledge. That also has been<br />decisive in reaching the multimedia developer audience.<br /><br />Flash's strength compared with Director has been its populist approach.<br />Populist concerning both the audience and the developer community. Its<br />weaknesses, relative to Director, concern its slowness, its less<br />featureful state, and its relative lack of granularity.<br /><br />Commercial multimedia developers creating web-based content have pretty<br />much been forced by economic necessity to use Flash rather than Director.<br />They haven't been in an economic position to be able to choose. This is a<br />type of 'determinism'. The market is determining what tools they have to<br />use to pay the bills, not their choice as to which tool they would like to<br />use.<br /><br />So already we have something a little bit different from 'technological<br />determinism' because we see that the market is very active in determining<br />the technology, rather than a situation where the technology enjoys<br />&quot;causal primacy&quot;.<br /><br />&lt;snip&gt;<br />+Sean Capone replied:+<br /><br />Patrick:<br />Thanks for your considered &amp; frank response. This is the type of answer I<br />was hoping for when I capitalized 'Art'; in other words, &quot;why is this work<br />relevant as objects within the system of production of the art world,&quot;<br />quite a distinction from 'art' as a personal creative act..<br /><br />However I remain unconvinced on several fronts.<br /><br />*****************************************************************<br /><br />&gt;…he had an interesting slogan: &quot;Do as little as humanly possible&quot;…<br /><br />*****************************************************************<br /><br />Yeah, it shows.<br /><br />The question is, is this in itself an ironic statement against<br />'operationality'? Or does it demonstrate that the chosen method of<br />production doesn't have that much to offer in the first place? I do<br />believe that to be a self-styled new media artist or critical practioneer<br />relies on a built-in sense of technological determinism to begin with. I<br />mean, it's just naive not to assume some measure of complicity. By this I<br />mean that, technology is a craft, culture and society is heavily invested<br />in it, these objects are a source of fascination and a means of production<br />and to some extent we acknowledge that we all 'understand' technology and<br />that the genie is not going back into the bottle. While the line from<br />Duchamp to Warhol to Arcangel et. al. is somewhat legitimate, it is not<br />smooth or reliable. To put it bluntly, Duchamp and Warhol were actually<br />doing pretty different things at key moments in art &amp; cultural history.<br />You can't merely replicate their 'automatic' processes at thi!<br /> s point. And Warhol was many things, but he was certainly not lazy about<br />his craft. He did cast an unfortunate spell across future schools of art<br />practice, however: by appearing to do nothing (by becoming purely<br />automatic), one can become as big a celebrity as the celebrity culture<br />one's images are about.<br /><br />**************************************************************<br /><br />&gt; Both are really good at what they do, they made the contacts, people<br />&gt; believe in what they're doing, and there you have high art.<br /><br />**************************************************************<br /><br />Yup. Until the collectors realize that they aren't *just* purchasing<br />'affability' or a personality but objects. This seems a good place to<br />insert a discussion on the ephemerality of New Media Art collecting..<br />*****************************************************************<br /><br />&gt; They want to get something that both<br />&gt; exploits its media and methods deeply and fits lock-step with the<br />&gt; progression of the Western art historical tradition.. For example,<br />&gt; Murakami cites classical Japanese culture, colonized by American pop<br />&gt; culture.<br /><br />*****************************************************************<br /><br />Yeah, but unless I'm mistaken, Murakami samples it &amp; injects his own<br />exhuberance/cynicism and artistic labor (or that of his 'factory<br />workers')–&amp; does not simply tweak someone else's manga characters? I hate<br />to get into a discussion about Originality vs. Creative Paucity but, well,<br />there it is.<br />*******************************************************************<br /><br />&gt; Back to the self-referentiality of the computational process, except<br />&gt; for bitforms, who cares about that in an art context, and still Steve<br />&gt; presents very formal pieces from his artists, which gets the<br />&gt; collectors… Forgive me if I'm not making the connection; but I get the<br />&gt; feeling that you're looking for recognition for works that deeply<br />&gt; explore the computational process as method, and I honestly think<br />&gt; that's<br />&gt; outside the context of most of the contemporary art world.<br /><br />******************************************************************<br /><br />That's actually not what I was suggesting (a la Casey Reas, Bitforms et<br />al). The quote about 'artists involved with computational process' was<br />from the Paul Davis quote on Rhizome's front page. But out of context with<br />the art world? I don't know about that–Arcangel's work is heavily<br />invested in its own process and presence as a (at the time) cutting-edge<br />piece of consumer electronic culture. The art world has accepted this<br />process-oreinted model within Media Arts, I do believe. But the production<br />is a less-than-mordant cut-and-paste approach (slacker postmodernism?)as<br />opposed to the lineage of past practicioneers of<br />hack/electronic/computation art, since the sixties at least: Nam Jun Paik,<br />the Vasulkas, Dan Sandin, etc (or more recent artists &amp; theorists like<br />Alan Rath, George LeGrady, Lynn Hershman &amp; other 'New Image'<br />artists)…this seems like a more relevant pre-to-post digital lineage to<br />me than that of Warhol, Duchamp etc.<br /><br />HOWEVER back to the discussion, as far as their currency as 'Art' within<br />the system of objects within the art world, these aesthetic experiments<br />seem wholly relevant to the degree that much Art operates with fairly open<br />ends anyway. Installation, conceptualism, Media Art left the question of<br />'Art' hanging open, dangling, questions asked but unanswered, art as<br />process, flow, social experiment, event…art that moves beyond<br />representation, in other words, into the experiential.<br />&gt; ***********************************************************<br /><br />&gt; It limits your discourse. Reassures people where you're going<br />&gt; to<br />&gt; be in ten years, and gives them some reassurance in investing in your<br />&gt; objects.<br /><br />************************************************************<br />Would seem to be the opposite to me–a limited discourse seems less<br />reassuring lest it reveal itself as a micro-trend. Ehh, I'll take your<br />word for it.<br />*****************************************<br /><br />&gt; It<br />&gt; has nothing to do with the art community, it has to do with the mass<br />&gt; community, because that's what more people are going to identify with.<br /><br />******************************************<br />Sure. Curators &amp; gallery owners fill their shows with the mass community,<br />but that's not their target audience, is it? It has everything to do with<br />the art community. The art community (purchasers, collectors) seem to rely<br />on that sense of youthful zeitgeist, as distanced from it as they actually<br />are, because that's the narrative of the art world since the 80's (at<br />least definitively).<br />********************************************************<br /><br /> But, is repurposing a game platform as an art one like<br />&gt; calling a urinal a fountain? I think there's a different gesture<br />&gt; here,<br />&gt; but similarities worth watching.<br /><br />&gt; **************************************************<br /><br />Yes, with apprehension.<br />&gt; ***************************************************<br /><br />&gt; Exactly, context and intent go hand in hand and each of the artists<br />&gt; has<br />&gt; them. Cory, Paperrad, Paul, and that clade just clothe their work in<br />&gt; a<br />&gt; poppy irony and slacker package that fits with the current obsession<br />&gt; of<br />&gt; youth and the crossing of nostalgia for the early gen-x'ers youth.<br />&gt; It's<br />&gt; all pretty tight.<br />&gt; It's a pixilated landscape you can put on your wall made by a<br />&gt; sl/h/acker<br />&gt; kid who wants to mess around with the stuff he grew up with while<br />&gt; being<br />&gt; cognizant of contemporary art politics.<br /><br />&gt; ***************************************************<br /><br />Yup, it's that great &quot;I can do that too&quot; feeling that engenders a cuddly<br />feeling of tribal belonging…but without actually doing it, or doing it<br />poorly, because the &quot;youth-obsessed&quot; codes are easily recognized and<br />recapitulated without inquiry. (Now I feel like a bit of a reactionary,<br />like one of those critics who didn't get Action Painting or whatever).<br />It's all pretty tight, indeed…to the point where it almost reads as a<br />contrived authenticity, and already seems a bit dusty…or maybe I just<br />wouldn't want to belong to any club that would have me as a member. There<br />goes *my* art career…<br />**************************************************************<br /><br />&gt; But this isn't what they're doing. They're playing with art history<br />&gt; and<br />&gt; cultural effects/affects and weaving it into a contextual praxis. In<br />&gt; many ways, it goes back to Duchamp, Nauman and high modernism,<br /><br />**************************************************************<br />Yah, although I think the lineage starts a bit later, (see above) or at<br />least the line isn't so smooth from Duchamp's act, taking place during<br />manifesto-oriented High Art Culture (Dada, Surrealism etc) during the<br />swing of Modernism from Europe to the States, to those taking place in<br />contemporary culture, adrift on an ocean of techno-consumer waste instead<br />of historical European tradition…<br />Bla bla bla. In the visual arts, &quot;static art objects are a historical<br />given…Does [interactive art] even have a place within the art world? The<br />grand historical narratives have come to an end, now, 'to be a member of<br />the art world is to have learned what it means to participate in the<br />discourse of reasons of one's culture.&quot;–Regina Cornwell.<br />***************************************************************<br /><br />&gt; In my opinion, and correct me if I'm wrong, is that you're looking for<br />&gt; an art that operates under a different operational framework than what<br />&gt; you're looking for, and that puzzles you. I think that what you're<br />&gt; looking for is something that's more likely in an ISEA or SIGGRAPH,<br />&gt; which are niche cultures.<br /><br />***************************************************************<br />While I *do* work regularly in the field of 'high-tech' graphics, I am<br />less invested in this world than you might think. I haven't attended<br />Siggraph in almost ten years. I *am* looking for an electronic art that,<br />quite the opposite to your suggestion, does not exist solely to pose<br />statements or congratulate itself about its own techn(o)ntology. (How's<br />that for a great artword?). To this degree, making a piece of<br />self-conscious, visibly low-tech Nintendo art has a closer resemblance to<br />a glamorous HDRI rendered Pixar creation than might appear: both are<br />hopelessly enamored with its own reflection, and exist as little more than<br />surface affectation.<br />I *will* cite one of Cory's pieces that I adore: his Quicktime<br />visualization of the contents of his hard-drive as multi-scalar pattern<br />noise–that piece definitely got to me as a piece which was…well, an<br />Object, conscious of but transcendant of it own Objecthood–you know what<br />I mean?<br /><br />*******************************<br /><br />&gt; What do you think?<br /><br />*******************************<br />I think you are on the effin' money but could try to place this genre more<br />within a critical context of digital, video &amp; moving image arts,<br />especially within post-80s New Media discourse…it's time to let Warhol &amp;<br />Duchamp off the hook as justifications for torpor and naked theft, or as<br />Dan Clowes satirized it, the old 'tampon-in-a-teacup' trick. Why shouldn't<br />artists have to work?<br />+Geert Dekkers replied: +<br /><br />Just a quick note – and just on the first two sections underneath.<br /><br /> Personally, when considering Cory Archangel, I can only recall two or<br />three objects I really like, and think are quite important. The quicktime<br />work &quot;data diaries&quot; is indeed one of them, &quot;Super Mario Clouds&quot; is<br />another. The link is clear – from 60s/70s minimalism and straight on<br />from there. The works are produced in context with art objects already<br />circulating within the art community, as part of an ongoing dialogue. The<br />examples I mentioned are not only bringing 60s/70s minimalism aesthetic<br />up to date, but also letting us (well, me at least) see the 60s/70s<br />minimalism in a new light.<br /><br />Apart from that, the artist Cory Archangel is important because he engages<br />in the art community. This is his goal:<br />?My goal was to be considered an artist, not a computer artist, to have<br />the computer considered in a gallery context,? Arcangel says. ?Strip away<br />the video game part, strip away the hacking, and essentially what I?m<br />doing is minimalist video art.?<br /><br /><a rel="nofollow" href="http://www.oberlin.edu/alummag/winter2004/feat_newmedia.html">http://www.oberlin.edu/alummag/winter2004/feat_newmedia.html</a><br /><br />Of course all this doesn't mean I'm &quot;right&quot;. In other words, doesn't mean<br />that the art community or the society as a whole will share my opinion in<br />the long run. We'll just have to wait and see.<br /><br />And as for the stress on &quot;craft&quot; - there are a great number of art objects<br />produced and immersed into the art community (and I dont think that<br />either Duchamp or Warhol are good examples) that are low tech and/or<br />require very little effort to produce. Its obvious that this is not a<br />criterium for their importance. So why should you ever considering<br />entering this into the discussion?<br />+T.Whid replied: +<br /><br />It should also be pointed out that Cory's current show at Team doesn't<br />have anything to do with 8-bit.<br /><br />See for yourself here:<br />&lt;<a rel="nofollow" href="http://www.teamgal.com/arcangel/06show/index.html">http://www.teamgal.com/arcangel/06show/index.html</a>&gt;<br /><br />Cory was the poster boy for 8-bit in the art world, but, like any other<br />decent artist (especially young artist), he's exploring new ideas.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome.org is a 501©(3) nonprofit organization and an affiliate of the<br />New Museum of Contemporary Art.<br /><br />Rhizome Digest is supported by grants from The Charles Engelhard<br />Foundation,&#xA0;The Rockefeller Foundation, The Andy Warhol Foundation for the<br />Visual Arts, and with public funds from the New York State Council on the<br />Arts, a state agency.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br /><br />Rhizome Digest is filtered by Marisa Olson (marisa@rhizome.org). ISSN:<br />1525-9110. Volume 11, number 41. Article submissions to list@rhizome.org<br />are encouraged. Submissions should relate to the theme of new media art<br />and be less than 1500 words. For information on advertising in Rhizome<br />Digest, please contact info@rhizome.org.<br /><br />To unsubscribe from this list, visit <a rel="nofollow" href="http://rhizome.org/subscribe">http://rhizome.org/subscribe</a>.<br />Subscribers to Rhizome Digest are subject to the terms set out in the<br />Member Agreement available online at <a rel="nofollow" href="http://rhizome.org/info/29.php">http://rhizome.org/info/29.php</a>.<br /><br />+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +<br />